Stellaris

Stellaris

Anime Robot Girls
56 Comments
Luna 9 Apr @ 10:03am 
the files are missing in my download is there a fix?
Jingoes 9 Oct, 2021 @ 3:28am 
and then: we were alone
DerigarsChairman 5 Feb, 2019 @ 1:31pm 
Who wants animated robot girls, im a bit strapped fot money so if anyone wants to this fellow
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1511723990&searchtext=Angel+

Lets make it happen
elena  [author] 23 Jul, 2018 @ 3:38pm 
I'll take a look at fixing it very soon for 2.x!
Ender 22 Jul, 2018 @ 11:50am 
The compatibility patch is actually no longer needed.
Black Jesus 21 Jul, 2018 @ 7:06am 
I want to use the compatibility patch but this is listed as a requirement but since it was never updated for 2.0 if I load this it will definitely crash my game... So does that mean I can't use the compatibility patch?
Doofles 1 Jul, 2018 @ 7:26pm 
2.1 ?
~~mR.K 6 Jun, 2018 @ 7:31pm 
can someone please update this to 2.1?
DerigarsChairman 20 May, 2018 @ 12:36pm 
This needs to replace default robot
DerigarsChairman 16 May, 2018 @ 6:56pm 
Adorable
Sonicfanx1 3 Mar, 2018 @ 12:03am 
Can I expect a 2.0 update?
thesnowfox84 16 Feb, 2018 @ 4:19pm 
yes now I can kill organics with cute anime girls do you take suggestion:espresso:
[Bot] Snailz 31 Jan, 2018 @ 7:22pm 
Yo this mod kinda breaks robots.
It has an invisible? variant? so when you go to make robots of the ARG pack, it has a chance to just give you an invisible character/robot...
elena  [author] 10 Oct, 2017 @ 5:14pm 
I'm not sure either. Is it updated? Try unsubscribing and resubscribing.
number3475 8 Oct, 2017 @ 4:47pm 
I'm not sure why this mod is still incompatible with 1.8.1
Nazotech 4 Oct, 2017 @ 5:12pm 
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1154634027 ill let this guy know about your mod and he will add it his compatbility list
elena  [author] 3 Oct, 2017 @ 7:36pm 
It'll have its own category again soon - there's a bug that anything that isn't a 'machine' but is a machine isn't actually feasible. Sorry for the inconvenience. :/
Venator77 3 Oct, 2017 @ 5:58pm 
Reloaded it. Everything's good. I started my save when the Robot Girls still had their own folder.
elena  [author] 3 Oct, 2017 @ 4:08pm 
I can't reproduce this, but you should make sure that you're on the 1.8.1_beta channel - 1.8.0 has some problems.
Kingdark 3 Oct, 2017 @ 9:23am 
The author most likely can't do anything with so little information. How is the author supposed to track this bug down and are you even sure it is related to tthis? Because a far as I'm aware, this is mostly a portrait mod.
Venator77 3 Oct, 2017 @ 6:47am 
Pls help. Can't build pops because food is required. Pls fix this bug.
elena  [author] 2 Oct, 2017 @ 10:35pm 
Updated again to circumvent some hardcoded issues. Unfortunately, this mod now conflicts with any other robot portrait pack. This is hopefully temporary - I've sent a message to Wiz to try to get this issue fixed.
elena  [author] 2 Oct, 2017 @ 5:59pm 
Also, the companion mod is kind of moot now, since there's widespread support for robot-y types. I'm not a huge fan of the adversarial angle that SD pushes, so I might make a mod that works more on that, or roll it into this mod as an optional thing.
elena  [author] 2 Oct, 2017 @ 5:54pm 
Updated. The new mod requires 1.8.1, which is in beta right now. I also removed the unique starting event, but I plan to re-add it at some point. I just wanted to get something out within a reasonable time frame.
Ender 28 Sep, 2017 @ 7:20pm 
1.8.1 is available as an opt-in patch. As far as I'm aware you only need to add a line to the species class file
elena  [author] 23 Sep, 2017 @ 1:13am 
I'll try and update it soon, once the dust settles. Looks like I'll probably have a bit of work to do.
Ender 21 Sep, 2017 @ 12:51pm 
It looks like the mod will need to be updated for 1.8. We'll also need to wait for the devs to fix some issues before then though.
obssesednuker 20 Sep, 2017 @ 5:38pm 
Think you might update this for Synthetic Dawn?
Ender 11 Jun, 2017 @ 12:11pm 
Yep. I've been using it and it works fine. The companion mod on the other hand does not work in 1.6.x
Kingdark 11 Jun, 2017 @ 11:56am 
Can the warning that the mod is not up to date be ignored?
Alex Nevsky 7 Jun, 2017 @ 8:43am 
s*** now playing as spiritualist is painful for once
elena  [author] 27 Oct, 2016 @ 7:48pm 
Also, I'm accepting any little ideas for improvement if you have them. I'll add more portraits sooner or later, but it's a fairly labour intensive process.
Laphiel 22 Oct, 2016 @ 2:18am 
THank you kindly!
elena  [author] 21 Oct, 2016 @ 7:16pm 
I just uploaded a 1.3.x version. It might have some problems but I'm not sure, let me know.
Laphiel 20 Oct, 2016 @ 8:30am 
hi. Any news about 1.3 update?
Ender 1 Jul, 2016 @ 10:15pm 
I hope you feel better soon.
elena  [author] 29 Jun, 2016 @ 11:04pm 
It'll probably (i.e. it should, in theory) work without any changes, but I'll look into it more in a bit. I haven't been feeling well as of late.(´。_。`)
Laphiel 29 Jun, 2016 @ 12:40pm 
Update to 1.2? Preeeeeetty plase with sugar on top?
elena  [author] 1 Jun, 2016 @ 1:00pm 
This should be mostly okay with 1.1.0 but I'll have to double check tonight and update the mod file accordingly.
elena  [author] 19 May, 2016 @ 4:27pm 
Anything that uses the same file names will conflict, yes.
6040610 18 May, 2016 @ 11:13pm 
Nah, log shows no errors. Oh well, I must be missing something. I'm guessing my mods are just conflicting because they both use the same 00_species_classes file, but when I change it it doesn't work properly. I'll figure it out later.
elena  [author] 18 May, 2016 @ 10:47pm 
Is there anything in user\Documents\Paradox Interactive\Stellaris\logs?
6040610 18 May, 2016 @ 10:40pm 
Sorry, it's just that when I rename 00_species_classes it doesn't properly work like it's supposed to. My species category dropps to the bottom, and has two vanilla alien portraits. The portrait in the background screen shows, but it's kind of weird.
elena  [author] 18 May, 2016 @ 10:20pm 
I'm not sure what you mean. Any text file in the mod directory (in this case yourmod/common/species_classes) is loaded as data for whatever structure/category is within, with files of the same name overwriting each other. If you don't want to override vanilla values, name the file something other than 00_species_classes, such as 01_mymod.txt or mymod_species_classes.txt.
6040610 18 May, 2016 @ 10:08pm 
What can I do to make my mods not conflict with each other? I've tried everything, but I can't seem to rename 00_species_classes without breaking the mod.
elena  [author] 17 May, 2016 @ 7:08pm 
In gfx\portraits\portraits\your_portraitpack.txt just define multiple portraits using texturefile =, one texturefile per line.
Zelkova1224 17 May, 2016 @ 6:00pm 
hos did you out more than one portrait for a new race, still trying to figure it out and would love some help.
elena  [author] 17 May, 2016 @ 5:47pm 
The randomize button is just a 'Pretend I'm an AI, what would you call me?' button. :D
6040610 17 May, 2016 @ 5:40pm 
... I thought that was just the AI generated empires. Well I guess it should have been obvious but I guess my mind has problems.
elena  [author] 17 May, 2016 @ 5:29pm 
Have you set up a species_names file for your new species? That's the only thing I can think of.